Charm of Brandobaris
- SchoolAlteration
- SphereTravelers
- ComponentsV
- Range0
- Area1d4 beings in a 30-ft. radius
- Casting time1
- Duration1 day/level
- SaveNeg.
This spell is useful when the caster has been captured. The spell convinces one to four creatures that the caster is too valuable a prize to execute (or eat) out of hand. It creates lingering doubts in the captor's minds that make them think that the caster is worth ransoming, that higher authorities should be consulted, or in the case of evil beings, that it might be more fun to forcibly interrogate the caster later. In any case, if the spell is successful, the caster is not killed immediately, thus allowing a possible escape. Even creatures of animal intelligence or less are easily distracted from the caster—for example, other creatures available for consumption are eaten first.
The charm of Brandobaris does not affect the caster's ability to communicate with his or her captors, nor does it otherwise alter their behavior. It does not, for example, make guards less watchful than usual.
The effect is centered on the caster, and affects beings selected by the caster within the area of effect. If the spell is cast at three beings, each gets a normal saving throw vs. spell. If only two beings are to be affected, each has a -1 saving throw penalty. If the spell is cast at one being, the saving throw has a -2 penalty. Saving throws are adjusted for Wisdom.
The verbal component of this spell varies according to the situation, but typically the charm of Brandobaris is invoked with a comment along the lines of: “This isn't exactly what it looks like . . .” or “Let me explain ...”
Notes: Granted by the halfling god, Brandobaris.
Sources: Priest's Spell Compendium